MvCI offers a versatile combo system which allows any character to reach their full potential. As a universal rule of thumb, all buttons can chain into the next of greater strength. For example [[File:Mvci_lp.png]] combos into [[File:Mvci_lk.png]] which can then combo into [[File:Mvci_hp.png]] followed by [[File:Mvci_hk.png]]. Punches are the lower priority with Kicks at a higher priority, however any combination of buttons can always lead into [[File:Mvci_down.png]][[File:Mvci_hp.png]] which is a universal launcher that begins an air combo. For example you can do this combo:<br>

MvCI offers a versatile combo system which allows any character to reach their full potential. As a universal rule of thumb, all buttons can chain into the next of greater strength. For example [[File:Mvci_lp.png]] combos into [[File:Mvci_lk.png]] which can then combo into [[File:Mvci_hp.png]] followed by [[File:Mvci_hk.png]]. Punches are the lower priority with Kicks at a higher priority, however any combination of buttons can always lead into [[File:Mvci_down.png]][[File:Mvci_hp.png]] which is a universal launcher that begins an air combo. For example you can do this combo:<br>

Universal Mechanics

Combo System

MvCI offers a versatile combo system which allows any character to reach their full potential. As a universal rule of thumb, all buttons can chain into the next of greater strength. For example combos into which can then combo into followed by . Punches are the lower priority with Kicks at a higher priority, however any combination of buttons can always lead into which is a universal launcher that begins an air combo. For example you can do this combo:

into

Even though we already used early on, we can always link into a launcher at the end of your ground combo string. Some characters also have "command normals" which are normals that act differently when holding a direction. These command normals also take a similar priority, if for example you had a command normal on and , you should be able to do this combo:

into

After launching your opponent, hold and you will chase your opponent in the air and continue the combo. Try this combo:

then jump by holding then

As a universal rule of thumb, is an air combo ender that will place your opponent into a Ground Bounce which can be followed up with another combo. After your first air is used in an air combo, your next air will put your opponent in a knockdown that you cannot follow up with, thus limiting your air combo potential to only two reps per character (however each characters combo paths are unique and you are encouraged to explore this system using your characters capabilities).

Combo Fluidity

You may have noticed that the air combo you performed above is universal, there are other universal systems in place in this game. Characters with an Air Dash or Double Jump can cancel their attacks into a Dash/Jump on hit or block into another Dash/Jump attack. Characters who have flight can extend their air dash attacks repetitively in order to rack up solid damage.

When doing a combo you have the available limits: 1 Wall Bounce, 1 Ground Bounce and 1 OTG (Off the Ground). If you try to use a combo with 2 wall bounces, the second wall bounce may make the enemy fly full screen but they won't bounce off and can sometimes end the combo. If you try to use 2 ground bounces, your opponent will automatically enter a hard knockdown you cannot combo from. Finally, you can OTG with practically any button or special to extend combos from a basic air combo and add a lot more damage. What's interesting about the system however, is that it tracks these limits for each character on your team, meaning, you can get multiple bounces in a combo as long as you use Active Switch (also known as tag-ins, tagging, etc.) to reset the available limit. Wall bounces, ground bounces and OTGs are also sometimes referred to as "resources", so think of a combo as having resources you must manage and try to cooperate with your partner through the use of Active Switch to extend your resources. These resources of course will reset anytime your opponent escapes the combo and enters neutral again and you can also find creative ways to interrupt and prevent the limit on one of these properties by using tags.

As mentioned, tagging is an important mechanic when it comes to combos and can greatly extend what you are otherwise only capable of as a solo character. Working tag-ins to your combos is effective yet simple and it's a big part of the game so get used to using it often. When a character is brought in through Active Switch, they come out in an attack, if they strike an opponent in the air or while being juggled in a combo they can wall bounce if near the corner and ground bounce when they land. You can always interrupt your Active Switch by holding forward, backward or down which can be important if you dont want your tag to cause a wall bounce so you can save it for later.

A simple combo you can try utilizing what we've learned above and the Active Switch mechanic. First, in training mode go to the corner to make this easier (you can do this by setting your screen position to Right Side of Screen).